Rakshasa Maharajah

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This time around, we've got some nice, kid-friendly introductory games. It's also the first Bundle of Holding that can be given as a gift. (A Christmas present, perhaps?)

A percentage of the profits from this bundle will be donated to Save the Children and St. Jude Children's Research Hospital.

And to ice this cake, if you break the threshold price, you'll get three extra products. Including this. (Yes, I have a vested interest in promoting it. Why do you ask?)


Three pages. Should be considered a work in progress.

I was attempting a compromise between "comprehensive" and "clean and simple" with this. If you've got any suggestions for updated versions, please let me know.

Download links (character sheet and separate spell sheet) can be found here. Enjoy. :)


Here are the brass tacks of the discussion:

I've found two different four-armed 0-HD races in third-party OGL resources: Fantasy Flight's siarrans (Mythic Races) and Bastion's knük (Minions: Rebirth). The latter (a fairly powerful race) have a level adjustment of +1; the former (more-or-less balanced) are not level-adjusted.

At any rate, there's a discussion on another site about creating a four-armed variant on a particular race. My suggestion was to remove some of the base race's traits, increase their size from small to medium, and drop one of their ability bonuses and penalties.

The original poster informed me that this was overpowered, apparently because a four-armed being would threaten too many squares at once, would be able to attack too many times per round, and is too easy to "cheese."

Since everyone else in the discussion in question seems to mainly be concerned with discussing paragon classes: what's everyone else think?


So. Does this mean that there is a distinct possibility of official foo dog stats in the near future?

(If not, I do understand, and can just use variant blink dogs or celestial dire wolves. Even so.)


As some of you already know, I'm currently at work on a Pathfinder-compatible campaign setting. And as it just so happens, I need work with two domains that will be available to clerics.

First, we have the Justice domain, a creation of my own. As it stands, the granted spells are as follows:

1st—remove fear, 2nd—zone of truth, 3rd—lesser geas, 4th—discern lies, 5th—mark of justice, 6th—geas/quest, 7th—discern location, 8th—binding, 9th—freedom.

The current granted ability is:
You are adept at seeking out the truth, and gain a +2 competence bonus to Diplomacy skill checks. Additionally, you treat Intimidate as a class skill.

It should probably be noted that this domain is currently exclusive to a single lawful good deity who is decidedly about justice as opposed to mere vengeance. Therefore, domain powers should be as much about determining guilt or innocence as about punishing the guilty.

The other domain with which I need help is Creation, from the SRD.

Any thoughts?

ETA: A skill change between 3.5 and Pathfinder that I'd managed to miss.